Commented 15 years ago2009-02-19 15:50:29 UTC
in journal: #5638Comment #56346
Well, when I make a journal not that interesting, nobody posts a new journal .... but when I post a journal I want lots of you to see it , in 1 day you can't even see it anymore .
Commented 15 years ago2009-02-18 17:43:04 UTC
in journal: #5637Comment #55631
LOL1 new tv time! = 0
Yeah Tetsu0 I LOVE that mouse, and i use it as a nightlite when i go to bed. I actually like it so much i should buy a couple online right now so i have some in reserve when this one breaks.. = )
Commented 15 years ago2009-02-18 11:48:39 UTC
in vault item: Rooms Coop - MuzzComment #17299
Thanks all.
Yeah, you're right about the reactor itself, CT, it still has a somewhat unfinished feel to it, mainly because i tried to keep the r_speeds reasonable, and stopped adding detail to it. Also, i was getting the "Too many entities in visible packet list" message (even on Full VIS!). I used a lot of func_illusionary entities to make the map compile as quickly as possible and to create as less leafs as possible. I can keep adding detail to the reactor, but in turn, something else has to go. I was thinking about the server room. If i remove that, i get some more wpolies to spend.
Commented 15 years ago2009-02-18 10:22:05 UTC
in journal: #5636Comment #39952
Double jumping will be disabled if you're carrying the Sandman, according to the site, so I bet that double jumping will be universally disabled if you have the weapon equipped.
Commented 15 years ago2009-02-18 10:17:36 UTC
in news: Behind the times...Comment #98956
i envision entire teams of scouts blocking out the sun with baseballs. Imagine it, ranks and ranks of baseball archers up in this bitch. Eat your heart out Empire Total War.
I think i'm going to climax.
Speaking of which - i did just Pre-order Empire TW. Bit of free advice: Don't get it on Steam. I saved ?15 getting it off Amazon.co.uk
Commented 15 years ago2009-02-18 09:21:39 UTC
in journal: #5636Comment #39955
A kind of nailgun sounds plausible, as they will obviously want to give the scout a chance a medium range combat as well. It should end up similar to the needlegun, provided they're doing it in the first place.
Commented 15 years ago2009-02-18 05:50:29 UTC
in vault item: Rooms_Tetsu0Comment #17297
I know you said this is the final version, but i'll give my suggestions anyway if you ever feel like going back.
I'll start by saying that a lot of skill went into making this map. The general design, those nice cuvers stairways, arches and some nice detail make this a nice map to look at. The outlying terrain was also very impressive, and fit the theme well.
The cutscene was an inventive way around the keeping the playable area "room-sized" and still being able to appreciate the detail and twists/turns of the map--and i'm surprised more people didn't use them. That said, i think the whole effect of the cutscene could be vastly improved with a little tweaking:
-Start the camera motion from the point of view of the player. From there, there are all types of neat things you could do. Go high, showing he 3rd person view of Gordon(like you did at the end), pan out fast and zoom back in at neat areas, or keep it like you have it, which reminds me of the CS framerate test.
-Make sure the cutscene reflects the "more neater" parts of your map. As it is it takes kind-of a boring course, and leaves the prettier parts of the map out. (i would definitely include those pretty stairways and arches as a start)
-final suggestion for the cutscene, i would put some moving props/machines/gadgets in the camera's view path, to give some neat "bonus material" to look at while on your camera trip. A few quick suggestions: Do a goldsource take of the the valve burning-and-then-exploding barrel, rotating radar dish, sentry cannons, func_tank security cameras, machines with sound, flickering lightbulb, etc.
Anyway, this is a very well-made map and another great entry for the rooms project. 5 stars for the time and skill put into this map, even if the finished product could use a little more "finishing" imo... = )
EDIT: Oh yeah, I KNEW you would say "No." there AT, I just managed to get there first.
Yeah, I feel like in a jungle.
cs 1.6
Thanks for your views
Im currently working on TLS_Training_Dome for Stargate The Last Stand
but there will be a HL2DM/CSS version to.
http://twhl.co.za/forums.php?thread=16087
)
lol. Noow what I did wrong?
)
Is there a way to ban people from journal posts?
Yeah Tetsu0 I LOVE that mouse, and i use it as a nightlite when i go to bed. I actually like it so much i should buy a couple online right now so i have some in reserve when this one breaks.. = )
No.
:/
Ok , give me one hour
Is there any way to keep journal posts bumped? It would be nice to keep this up as long as the updates are coming out.
Maybe make the post date next Tuesday, so any new post will just fall behind it? Or is that not now the latest journal post column works?
It's a digital clock.
And yeah, i'd say you need a new TV
Yeah, you're right about the reactor itself, CT, it still has a somewhat unfinished feel to it, mainly because i tried to keep the r_speeds reasonable, and stopped adding detail to it. Also, i was getting the "Too many entities in visible packet list" message (even on Full VIS!). I used a lot of func_illusionary entities to make the map compile as quickly as possible and to create as less leafs as possible. I can keep adding detail to the reactor, but in turn, something else has to go. I was thinking about the server room. If i remove that, i get some more wpolies to spend.
Ill see what i can do.
Thanks again.
Eat your heart out Empire Total War.
I think i'm going to climax.
Speaking of which - i did just Pre-order Empire TW.
Bit of free advice: Don't get it on Steam. I saved ?15 getting it off Amazon.co.uk
http://www.teamfortress.com/scoutupdate/watchtower_and_junction.htm
I'll start by saying that a lot of skill went into making this map. The general design, those nice cuvers stairways, arches and some nice detail make this a nice map to look at. The outlying terrain was also very impressive, and fit the theme well.
The cutscene was an inventive way around the keeping the playable area "room-sized" and still being able to appreciate the detail and twists/turns of the map--and i'm surprised more people didn't use them. That said, i think the whole effect of the cutscene could be vastly improved with a little tweaking:
-Start the camera motion from the point of view of the player. From there, there are all types of neat things you could do. Go high, showing he 3rd person view of Gordon(like you did at the end), pan out fast and zoom back in at neat areas, or keep it like you have it, which reminds me of the CS framerate test.
-Make sure the cutscene reflects the "more neater" parts of your map. As it is it takes kind-of a boring course, and leaves the prettier parts of the map out. (i would definitely include those pretty stairways and arches as a start)
-final suggestion for the cutscene, i would put some moving props/machines/gadgets in the camera's view path, to give some neat "bonus material" to look at while on your camera trip. A few quick suggestions: Do a goldsource take of the the valve burning-and-then-exploding barrel, rotating radar dish, sentry cannons, func_tank security cameras, machines with sound, flickering lightbulb, etc.
Anyway, this is a very well-made map and another great entry for the rooms project. 5 stars for the time and skill put into this map, even if the finished product could use a little more "finishing" imo... = )
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